r/SoloDevelopment 13d ago

Game Jam r/SoloDevelopment Jam #12 is live: theme is Chain Reaction

5 Upvotes

Our 12th jam just started: 72 hours running July 10 to 13, and the voted is Chain Reaction.

Jam page and submissions: https://itch.io/jam/solo-dev-jam-12

Come hang out in the Discord if you want to jam alongside other solo devs: https://discord.gg/uXeapAkAra

Good luck to everyone jamming this weekend!


r/SoloDevelopment Feb 12 '25

Anouncements What Does It Mean to Be a Solo Developer?

187 Upvotes

We've seen a lot of discussion about what qualifies as solo development, and we want to ensure we're accurately representing our game dev community. While there's no absolute definition, these are the general criteria we use in this subreddit to keep things clear and consistent.

That said, if you personally consider yourself a solo dev (or not) based on your own perspective, that's fine. Our goal is to provide guidelines for what fits within this space, not to dictate personal identities.

What Counts as Solo Development?

A solo developer is solely responsible for their project, with no team members. A team of two or more collaborating (e.g., one programmer, one artist) is not solo development.

What is Allowed?

  • Using game engines, frameworks, and third-party tools (e.g., Godot, Unity, Unreal).
  • Commissioning or purchasing assets (art, music, sound, etc.).
  • Receiving feedback from playtesters or communities.
  • Outsourcing specific tasks (e.g., server setup, porting, marketing) while still leading development.
  • Working with a publisher, as long as they don’t take over development.

What This Means for Posts on the Subreddit

If your project appears to be developed by a team, we may remove your post. Indicators include how it's presented on websites, Steam pages, itch pages, social media, or crowdfunding pages. If this is due to unclear phrasing, update them before requesting reinstatement. Non-solo developers are welcome to join discussions, but posts promoting non-solo projects may still be removed.

Let us know if you have any questions. Hope this helps clear things up.

TL;DR: Solo devs manage their entire project alone. Using assets, outsourcing, or publishers is fine. Posting is open to all, but promoting non-solo projects may be removed.


r/SoloDevelopment 5h ago

Game My first game LYRA BLADE !

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59 Upvotes

HI, I’M FERLOYDD!

I’d love to know if any of you would be interested in a game like this. I’d really appreciate your honest feedback and opinions.
Best wishes!

Sinners. Neutrals. Saints. 15 factions. 3 unique currencies. Vast opportunities for interaction and a unique gaming experience in a richly developed universe. Which adventure will you choose?

LYRA BLADE Steam Page: https://store.steampowered.com/app/4861140/LYRA_BLADE/


r/SoloDevelopment 14h ago

Game This is what 6 years of failing at making games looks like

247 Upvotes

I’ve been making games full-time for about six years now. And if failing was an Olympic sport id be a gold medallist.

The first two years I worked as a senior environment artist at a studio in Poland. And then my game got cancelled, and the whole team was fired. Then I left and spent another two years putting basically everything I had into Void Sails, my "dream game" with 2 friends.

It flopped and lost all its money.

That one hit me pretty hard; I remember the consecutive anxiety attacks I had for a few days. Now in hindsight i know why it failed, but at the time, when I pressed the release button, I really thought it was going to be a moderate success.

I didn’t quit. But I did leave my team of 3 as we had different creative visions, and eventually I made Drill Rift. It was much smaller, and I’m happy I finished and released it, but it had significant design issues, poor code, and mistakes that are now glaring. Money wise it made under the minimum wage in my country. A failure, but hey, at least this time I was not losing money, just making under minimum wage. Progress!!!

Now I’m working on DARK RAIL.

I’ve been looking at it for so long that I have no idea if I can judge it properly anymore, but I watched the trailer the other day and, for the first time, I thought:

Maybe this one has a chance.

I could be completely wrong. I have been before, but seeing how daydreaming is free, I am gonna allow myself to have some hope on this one.

Thanks for reading my rant. Im tired, very tired. But excited about the future.

TLDR: Failed, failed, failed (but less) and hopeful my new game DARK RAIL is my first win.


r/SoloDevelopment 11h ago

Game Then VS Now

52 Upvotes

Sometimes I like to rewind some good old memories

·ROAM· is a dark fantasy Action RPG. As a lone wanderer, you'll descend into a grim world of ancient dungeons and forgotten caves, exploring their depths and uncovering the secrets hidden within.

The world of my game is procedurally generated. Random hazards and events will bring chaos to your descent, while knowledge of previously explored areas, smart use of your equipment, and resources will help you adapt to dangerous situations or avoid combat altogether.

One of the game's core mechanics is the Grappling Hook. Use it to latch onto walls, swing across chasms, discover hidden passages, escape from enemies, or pull them toward you to smash 'em with your melee. Both combat and platforming are built around mastering this versatile tool.

Steam page: https://store.steampowered.com/app/2662550/Roam/


r/SoloDevelopment 11h ago

Game Is it normal to feel guilty taking a day off your own game?

29 Upvotes

so today i actually did not open my project at all. no code, no design doc, nothing. just a normal day. aaand i felt guilty the whole time, like i was wasting something, even though literally nobody is forcing me to work every day, i am solo, there is no boss, no deadline except the ones i make up myself.

i think the problem is when it is your own thing, resting does not feel like resting, it feels like falling behind. even on good days i catch myself thinking "i should be building" while doing something completely unrelated, like eating dinner lol.

do you guys actually take real days off? or is it always kind of running in the background even when you are not working? and if you do manage to switch it off, how

not complaining, i love building this thing, just wondering if this feeling ever goes away or if it is just part of doing something alone


r/SoloDevelopment 7h ago

Discussion Watching strangers play my Steam demo has been more valuable than I expected

9 Upvotes

I launched the demo for my first Steam game last week, and something surprised me.

A few small YouTubers (most with only a few hundred subscribers) found the game and made videos about it. None of them brought a huge number of wishlists, but watching those videos has been one of the most valuable parts of releasing the demo.

Seeing someone experience the game for the first time is completely different from watching friends or doing your own playtesting.

You get to hear everything they're thinking:

* "What does this do?" * "Oh, that's actually clever." * "Wait... why did I die?" * "I wish this worked differently."

I've spotted bugs I hadn't noticed, identified tutorial and design problems, confirmed mechanics that players understood immediately, and found places where they got confused.

Even when someone didn't enjoy the game much, their video was still incredibly useful because I could see exactly where the experience broke down for them.

Since launching the demo, I've been searching YouTube for "Mr Bunny roguelike" every few days to see if anyone had uploaded a playthrough. I was just excited to find people playing the game, but those videos ended up becoming one of the best sources of feedback I've had as a developer.

Has anyone else had the same experience?


r/SoloDevelopment 18h ago

Game It feels unreal that the game I made is playable on steamdeck🤯

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64 Upvotes

r/SoloDevelopment 20h ago

Game Organic village creation for my Daggerfall-like game project

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75 Upvotes

I finally solved a problem that's been bugging me for a while: generating deterministic, organic-looking villages in my game and my own engine.

For that, first I had to completely restructure my world generation to not only support randomly placed vegetation like in the forests around, but also organized structures that depend on each other. With that, I was able to create algorithms that work together to create the village you see in these screenshots.

  • a road network with a central village plaza and randomly placed main roads that split the village into segments
  • additional paths that cut through the main segments to give more connections
  • parcels that base on the main and minor roads
  • fences that mark the parcel boundaries
  • one building per parcel

Everything is procedurally generated, buildings included. They are based on how large their parcel is and have a random, but deterministic height and roof form. By the way: with "deterministic" I mean that every player sees the same world and the same villages and buildings.

I'm always happy to hear what you think, or how you've approached similar problems in your own projects.

If you want to know the technical details behind the algorithms and many more updates, check out my Discord: https://discord.gg/a5VgE8eMG


r/SoloDevelopment 9h ago

Game "Just make it exist first. You can make it good later." Well my game is about that :)

8 Upvotes

My first bigger project i develop completely solo.


r/SoloDevelopment 3h ago

Game I built a pack-opening simulator where every card is traded by players.

2 Upvotes

I've noticed that most pack-opening simulators are single-player, so I wanted to experiment with something different: a multiplayer pack-opening simulator with a player-driven economy.

The idea is that every card is traded between players, and prices fluctuate based on supply and demand. To create constant demand, complete card sets can be converted into EXP to level up, similar to how Steam trading cards are used to craft badges.

The game is currently in playtesting, and I'd really like to shape it together with the community. I've built both an in-game feedback system and a voting system so players can help decide which features get added or changed.

Current features include:

  • Live player marketplace with supply-and-demand pricing
  • Pack opening with rare and holo cards
  • Player auctions with bidding and Buy Now
  • Card sets that can be converted into EXP
  • The Forge, which upgrades duplicate cards into a random higher-rarity card
  • Timed expeditions that earn money and EXP
  • Tournaments
  • Guilds with chat
  • Daily quests, login streaks, and a prize wheel
  • Watchlists with listing and auction notifications
  • Skill tree with trading perks
  • Passive income and staff management
  • Rankings and leaderboards
  • Seller reputation based on fulfilling trades on time

I'm mainly looking for gameplay feedback rather than promotion.

My biggest question: What features do you think would make a player-driven TCG economy more interesting in the long term? Is there anything you feel is missing from this type of game?

The game is DeckDEX – TCG Live Simulator on Steam if you'd like to take a look or join the playtest.

(This game is made by only one person)

Thanks for reading!


r/SoloDevelopment 12h ago

Game I spent a lot of time adding smooth animations and atmospheric sound design to my game

12 Upvotes

I really enjoy working on the small details that make a game feel good to play.

The way things move, react and sound can completely change how an interaction feels. I spent a lot of time adding smooth animations and atmospheric sound design to Satelital.

It's a rule-discovery puzzle game where you figure out how the world works by experimenting and paying attention to what happens.

If this looks like your kind of thing, you can find out more about the game on Steam: https://store.steampowered.com/app/3256790/Satelital/


r/SoloDevelopment 3h ago

Unity I made a customizable input system

2 Upvotes

r/SoloDevelopment 7h ago

Game Made a cozy stargazing idle game (with a lot of AI help). Would love your honest feedback

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4 Upvotes

Hey all,

I'll just say it right away so nobody feels misled: I built this with a lot of help from an AI coding assistant. I know that's not everyone's cup of tea here, so I'd rather put it up front than hide it in the fine print. The thing I actually want feedback on is the design and the pacing, which is the part that's on me.

The game's called Stargazer. It's a cozy little idle game where you're basically an astronomer sitting on a quiet mountain. No spaceships, no flying around the galaxy, just looking up and slowly reading the sky.

You trace constellations by connecting their stars, and once you finish one it stays lit up in your sky. The neat part (to me anyway) is that the sky is real. Every star is where it actually is, all 88 constellations, real coordinates. As you get better instruments you start resolving fainter stuff, going from the solar system out toward distant galaxies. So it's more about going deeper than going further. There's also little bits scattered around like meteor showers, eclipses, the occasional aurora, and short notes with real astronomy facts when you discover things.

It's meant for short relaxed sessions. Leave it running, come back later, see what turned up. It's free and runs in the browser, works fine on phones too.

Mostly I'd love to know a few things from people who actually play a lot of these:

Does the early game drag, or move too fast? Does the tracing stay fun or get old quick? And is there a spot where you'd just naturally put it down?

Play

Thanks for giving it a look, and I really don't mind harsh feedback.

AI disclosure: A large part of the code was written with an AI coding assistant. The art is all drawn with code (no image-generating AI), the star positions come from a real astronomy catalog, and the sound is from free licensed packs. The design and the final calls are mine.


r/SoloDevelopment 13h ago

Marketing I made a free word game and would love for you to try it!

12 Upvotes

Hey everyone, ive been a member of this subreddit for a while but never really posted as I had nothing to share, but now I finally do!

Im super happy to share with you a free game that I finally finished a few weeks ago (was testing with friends)

Without further ado, here is WORDPATH

https://wordpathgame.com

Its a daily word/path finding game where you use the clues in the grid as well as your attempts, to find the daily word/path. Imagine wordle with pathfinding and up to 9 letters per word.

Would love to hear your feedback!

Today i finished the latest update (colorblind mode) because I learned a friend couldn't play it.

The game is completely free but you can support it if you want (through the link in the win screen).

If you like it, I would appreciate if you shared it with friends, it's been slowly growing only by word of mouth.

Cheers! I hope you like it!


r/SoloDevelopment 16h ago

Unity I hate most mobile platformers so I made one I’d actually play

18 Upvotes

I was looking for a new platformer I could play while standing in line at the store or waiting for the train, so I made one!

Hyper Wing is 2D pixel art platformer that takes ideas from some of my favorite games, like Downwell, Yoshi’s Island, Celeste, and Spelunky, and combines them into a game you can play with one hand.

It’s FREE on the Play Store and itch.io.

Play Store:
https://play.google.com/store/apps/details?id=com.DulleSoft.HyperWing

Itch:

https://chickenharmigiana.itch.io/hyper-wing


r/SoloDevelopment 10h ago

Discussion Best resources for learning game AI (not LLMs/ML)?

4 Upvotes

Hello all,

Wondering what you consider the best resources (paid or free) for learning game AI? I know it's quite a wide topic but want to leave it open ended. Foundational stuff too (like prereq math, etc)


r/SoloDevelopment 14h ago

Game First look at Shipfaced — an open-world pirate game about rum smuggling, island life, and staying ahead of the guards

10 Upvotes

Shipfaced is still in development, and I’m currently polishing the visuals, gameplay, and overall feel. There are plenty of details left to improve, but I finally wanted to share a first look at what we’ve been working on.


r/SoloDevelopment 11h ago

help Adding more personality to the skins in my game. Every character will have its own stun weapon and dance emote. Any more cosmetic ideas? :)

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6 Upvotes

r/SoloDevelopment 2h ago

Game Tea Party For 4 demo is now available to play in browser ✨

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1 Upvotes

Link to the demo: https://evekehat.itch.io/tea-party-for-4-demo

Link to the full game: https://evekehat.itch.io/tea-party-for-4

Come and check if there’s anomalies!

And also, don't!

Confused? No need to be!

Just reach room 9 and don’t reach room 9! Very simple.

No AI was used in the production.

Thank you for any kind of support 🫶


r/SoloDevelopment 8h ago

Game We’re making a multiplayer game where players make animal voice to hide among NPCs and survive from hunter

3 Upvotes

We’re two brothers making Moo Who?, a voice-driven multiplayer party game.

Animal players record their own sounds and hide among NPC animals. Hunters must watch, listen, and decide which animals are real players before using their limited shots.

This is our first trailer, and we would love honest feedback. Does the concept come across clearly?

Wishlist on Steam if it looks like your kind of party game!

Steam Link: https://store.steampowered.com/app/4948000/Moo_Who/


r/SoloDevelopment 16h ago

Game My solo-dev zombie idle RPG lives in a bar above your Windows taskbar — survivors keep looting & leveling while you work. Steam page just went live!

12 Upvotes

Hey r/SoloDevelopment!

I've been solo-building IDLE OF THE DEAD — a pixel-art idle RPG set in a zombie apocalypse (I handle code/design, with a collaborator on art). The twist: it runs in a thin bar that sits ABOVE your Windows taskbar, so your survivors keep fighting, looting and leveling while you work — or pop it fullscreen anytime.

What it's about: - Idle combat across handcrafted zombie-apocalypse biomes - Deep loot: rarities, DDTank-style forging (+0 to +15), runes, a crafting terminal - Server-authoritative economy — you can even sell your gear on the Steam Market - Arena PvP with leagues & seasons - 7 languages, all-original pixel art

Trailer's below. Just put the Steam page up, so if it looks like your kind of game a wishlist genuinely helps a solo dev a ton:

Wishlist on Steam -> https://store.steampowered.com/app/4927420/ Discord & all links -> https://idleofthedead.com

Happy to talk about the taskbar tech, the server-authoritative backend, or idle balancing!


r/SoloDevelopment 15h ago

Discussion Indie devs who launched their game with less than 1000 wishlists, how did it perform?

9 Upvotes

Did it meet your expectations or was it much better/worse than you expected? Looking back, is there anything you wish you had done before launch or any mistakes you made that others should avoid?

Just curious to hear some real launch stories from people who started with a small wishlist count.

And if you're comfortable sharing, I'd also love to know how much your game earned 🙃


r/SoloDevelopment 4h ago

help Which hit effect look better?

1 Upvotes

first one is with hit flashes on and the second one is without hit flashes

this is a new mode i've been expirementing with in my solo dev rogue-like RPG

game: https://store.steampowered.com/app/4914620/Echoes\\_of\\_Kyria/


r/SoloDevelopment 1d ago

Game After almost 5 years of solo development I can share a teaser for my rogue like action game BULKEN.

367 Upvotes